"Escape From Hell"
                  Additional Gameplay Information
        by Peter Karsanow - p.karsanow[AT}sbcglobal{DOT)net
                      v1.00  28 August 2002

This file provides additional information for playing the PC RPG 
"Escape from Hell" that was released by Electronic Arts in 1990. The 
only sources of information that I could locate about this game were:
1. a scanned copy of the manual, still available at a well-known 
   abandonware site if you look in the right place (I don't want to 
   provoke them to remove it as they've removed the game download);
2. the widely-distributed walkthrough by Ed "Buzzard" Reedy, with 
   assistance from Dave Konkel and Patricia Raymond, (c) 1991 
   (available at www.gamefaqs.com as escape_from_hell.txt);
3. the walkthrough in "Quest for Clues IV".
Information about getting your own copy, or hacking/cracking the game 
will not be provided here.

I'll assume that you have access to the first two sources above, but 
not the third. My suggestions mostly modify the information from 
"Quest for Clues IV", and address the few minor errors in the Reedy 
walkthrough.

TIPS
- STRATEGY
- - Don't save the game right after beating aggressively hostile 
monsters (ones that will attack even if you don't try to interact with 
them). They'll just be right back when you load. In fact, they'll be 
in the same location as where you killed them (even the initially 
friendly ones); this may cause pile-ups!
- - Because monsters are restored when you Load, the game both 
encourages you to beat up on weak ones, and avoid multiple fights with 
strong ones. Instead of the typical CRPG wandering monsters, just keep 
saving and loading the game and fighting the monsters you just brought 
back.
- - Don't worry too much if party members drop below 1 HP. They will 
eventually regenerate back. However, all 3 cannot be allowed to die at 
the same time, unless you want to reload or jump back to the start 
location on level 1.
- - There are a lot of useless items in the game (see below). Always 
drop weapons that you know you won't need; weapons don't break in this 
game unless they run out of ammo. But armor can get worn down very 
quickly, so decide early if you will press on regardless or try to keep 
armor intact through loading saved games. There are only two places 
where you can get unlimited armor items, so after a while I gave up and 
walked around with none equipped except for really tough encounters 
(Capone, long-range groups with guns, etc.).
- - The amount of additional HP and increases to character attributes 
(Strength, etc. except for Psychic Force) gained at a new level are 
random.
- - XP Table: (amount needed goes up by 1500 per level until 15000)
Level   Experience
    1         1500
    2         4500
    3         9000
    4        15000
    5        22500
    6        31500
    7        42000
    8        54000
    9        67500
   10        82500
   11+   15000 more each level, e.g. 97.5k, 112.5k, etc.

- ITEMS
- - Here are the known special items that you may need to get through 
the game. Some are unique, but others you can keep repeating the 
procedure to get an unlimited amount:
  Phone Handset - start game with this, unique at start, ?trade to a 
    Hell Sergeant in southern part of Lucifer's Landing for a Demonic 
    Shield (reported by Quest for Clues IV)?, unlimited once Lucifer's 
    Landing is destroyed from desk in south end, otherwise useless?
  Matches - start game with this, unique, give to smoker in Court of 
    Minos in City on the Edge of Eternity for a Pistol 20
  Holy Cross - in chest at game start, unique, best used on Al Capone 
    and Satan to instantly get rid of them in combat. I was never able 
    to damage Satan with an Unholy Mace, Uzi or Dark Rifle, so I'd say 
    this item is absolutely necessary!
  Fairy Dust - in chest at game start, teleports when used?, or give at 
    Flicka's Flame to get Magic Potion, unique at start of game, 
    unlimited once Lucifer's Landing is destroyed (go to desk where you 
    got Care Bracelet earlier)
  Healing Elixir - one in chest at game start, heals moderate HP
  Mirror Shades - from prisoner (Melrose Amber) in Firepit in City on 
    the Edge of Eternity, give to Singer (Tom) directly north for a 
    Trench Coat once, can get again if nobody has item, armor, but 
    no Defense and supposedly protects against psychic attacks
  Basket o Forks - from Court of Minos in City on the Edge of Eternity, 
    unlimited, give to A. Burr in Limbo for Police Special and Spiked 
    Shield one time, nothing after that
  Yorick's Skull - from Shakespeare in Limbo or pile near Horatio on 
    level 1, unlimited, give to Hamlet to recruit him
  'Tudes Tape - dispenser in Limbo, unlimited, give to man in NE of 
    level 1 for Parachute and Parachuting skill, there is a second item 
    with the same name in the ITEMS file for an unknown reason
  Hell Badge - try to walk past Hell Sergeant in Recruiting Cave, then 
    use Bluff skill to get one, unlimited, lets you use most devil 
    statues for healing. Also, one is always in the bottom right chest 
    in the NW building of the Training Camp on level 1. Can also get 
    unlimited from Larry, the other comedian at the comedy club in 
    Gangster's Guillotine; if you recruit Frank, Larry will hand you 
    unlimited Hell Badges when you talk.
  Parachute - give 'Tudes Tape at table near NE corner of level 1 to 
    get, used to jump from SE of Lucifer's Landing on Level 1 to start 
    on level 2
  Care Bracelet - from desk near Flicka in Lucifer's Landing, give to 
    Juliet in Court of Minos in City on the Edge of Eternity for 
    Angelic Powers, look at desk again to read "Dust of Fantasy + 
    Flicka's Flame = Healing Force"; unique before Lucifer's Landing 
    is destroyed, unlimited afterward (go to where Flicka was)
  Angelic Powers - received from Juliet, a weapon: >=25 Damage, no 
    Defense, 1 attack, Medium range, unlimited uses! found in the ITEMS 
    file with the special monster attacks. Apparently don't need to 
    keep this to successfully end the game.
  GallonOfBlood - from Bonny or BOA counter in Gangster's Guillotine, 
    give at bank in City of Devils to get Bulletproof Suit (do 3 at 
    once), unlimited
  DataBaseProgrm - from Julius Ceasar's computer in Gangster's 
    Guillotine, for woman in Minos Court, City on the Edge of Eternity.
    can get unlimited, but only need 1.
  ConsultntBadge - from woman near SE Office of Redundancy, City on the 
    Edge of Eternity, level 1 after giving other woman the 
    DataBaseProgrm. unlimited, but need only one on level 3.
  SuperiorsCloak - from same woman as Consultnt Badge, at same time you 
    get Badge, unlimited. this armor item can be equipped at same time 
    as BulletPrf Suit!
  LaptopComputer - from man in SE Office of Redundancy, City on the 
    Edge of Eternity, unlimited. also unlimited by using Steal skill 
    at clerk in Order Center, Beelzebub's Bane, level 3. needed to 
    transmit party into Satan's Fortress from Death Alley.
  Magic Pyramid - from top center chest in Security Depot, Beelzebub's 
    Bane, level 3. unknown use, kills any character it's used on!
  Phreaker Box - from Scrooge in Dismal Land, needed to transmit 
    party into Satan's Fortress.

- - And here are known (or believed to be) useless items that aren't 
  weapons or armor:
  Button - Stalin in City on the Edge of Eternity, Richard given one 
    before he joins, Stalin has one
  Gold Bar - City on the Edge of Eternity at sign near Firepit, 
    unlimited
  Happy Face Pin - Clown in City on the Edge of Eternity, unlimited
  B.'s Sketches - Aaron Burr's designs for pistols, B. Arnold wants 
    them, if you Give them to the desk then all the guards in Limbo 
    become Hostile; both walkthroughs tell you not to take item
  Intestines - Zombie booty
  Slime - Zombie or Crypt Thing booty

- - There are places where you can get unlimited items of a specific 
  type:
  Gold Bar - City on the Edge of Eternity at sign near Firepit
  LaptopComputer - man in City on the Edge of Eternity, needed to 
    transmit party into Satan's Fortress. also by using Steal skill
    at clerk in Order Center, Beelzebub's Bane, level 3.
  Happy Face Pin - Clown in City on the Edge of Eternity, useless
  Garbage Can Lid - through rear door of Minos Court, City on the Edge 
    of Eternity (shield rating 2)
  SilverNecklace - after you get a Trench Coat from Tom (north of fire 
    pit in City on the Edge of Eternity) for Mirror Shades, you get one 
    of these if you bring more, can be equipped but no apparent effect, 
    probably useless
  Yorick's Skull - from Shakespeare in Limbo or pile near Horatio, 
    give to Hamlet to recruit him
  Shovel - man on toilet, Limbo OR trade a Dueling Sword to Quasimodo 
    in the Training Camp. Melee Weapon rating 7, Use to dig up graves 
    in Training Camp.
  GallonOfBlood - from table or Bonnie in BOA, Gangster's Guillotine, 
    level 2. take to Bank of Undead in Los Diablos and give at desk for 
    a BulletPrf Suit!
  BulletPrf Suit - from desk at Bank of Undead in Los Diablos when you 
    give a GallonOfBlood
  RollingBoneMag - useless?, unlimited from Satan's Sauna, Los Diablos, 
    level 2
  Gold Necklace - useless?, can be equipped but no apparent effect, 
    talk to Happy Rappers in east building of Satan's Halo, level 2
  Bomb - talk to Singers/terrorists in east building of Prison, level 2
  DataBasePrgrm - Ceasar's computer, Gangster's Guillotine, level 2, 
    only need one for level 1
  ConsultntBadge - from woman near SE Office of Redundancy, City on the 
    Edge of Eternity, level 1 after giving other woman the 
    DataBaseProgrm. only need one on level 3.
  SuperiorsCloak - from same woman as Consultnt Badge, at same time you 
    get Badge. this armor item can be equipped at same time 
    as BulletPrf Suit, so get at least 3!
  Hitler's Diary - from bookcase in Dachau, give to Hitler to recruit
  Phreaker Box - from Scrooge in Dismal Land, level 3, needed to 
    transmit party into Satan's Fortress
  Clay Tablet - possibly used in a puzzle, from garbage can in 
    Hammurabi's house near pool, Dismal Land, level 3. useless?

- - Here are some tricky items:
  Dueling Sword - the manual that I have says it has a Defense of 8, 
    but the most that I've ever seen is 3 (in Hamlet and Horatio's 
    inventory) and it's usually 2; odds are the "8" is an OCR mistake.
  Hell Sabre - just like the Dueling Sword, except I don't know of any 
    NPCs that start with one, so I've never seen anything better than 
    a 2 Defense one.
  Sleep Grenade - Equip, when in combat you must Status the character, 
    then Use the grenade. It just puts enemies to sleep, so you don't 
    get any XP or items from them. Bummer!
  Despair Ankh - a weapon, one found when using Shovel on bottom left 
    grave in Training Camp, level 1. when used, may make Hostile enemy 
    Friendly (permanently!) and/or fearful of you so it runs away
  Petrify Rod - a weapon that freezes an enemy (they just disappear, 
    no XP), one in toilet of Satan's Sauna, Los Diablos, level 2. 
    Apparently enemies can unfreeze after several combat rounds.
  Red Cape - equippable as armor but no Defense, appears in weapon list 
    in ITEMS file, 1 use when received, Use to turn Friendly into 
    Hostile
  Devil's Fork - weapon, 5 Defense when received, Group, >=40 Damage! 
    unknown # of uses but eventually breaks even if armor not worn down
  Regal Crown - equippable but no Defense, when used says user is now 
    invisible! likely to get these from the Evil Woman group in Los 
    Diablos. actually probably useless.
  Lucifer's Joke - unique from Capone's house, give to Frank in 
    Gangster's Guillotine to recruit

- - There are several items listed in the ITEMS file that aren't 
  obvious and aren't listed in the manual, so I'm listing them here so 
  I can present any data collected on them:
  Demon's Fork - probably a weapon
  Poison Grenade - probably a weapon you Use in combat
  Lethal Grenade - probably a weapon you Use in combat
  Book of Death - probably a weapon you Use in combat
  Servitude Rod - probably a weapon
  Confusion Prism - weapon you Use in combat, unknown effect
  Pipe of Peace - probably a weapon you Use in combat
  Elmer's Gun - probably a weapon
  Sleep Grenader - a weapon, apparently a multiple-use Sleep Grenade, 
    I didn't try this out.
  Diving Mask - armor rating 3, Code has one.
  Diamond Ring - probably useless
  Gold Ring - probably useless
  Gold Ingot - probably useless
  OrnateBracelet - probably useless
  Diadem - can be equipped, probably useless
  Ermine Cape - probably useless
  Feathered Cap - probably useless
  Bag of Jewels - probably useless
  Welding Tools - probably used in a puzzle
  Thieves' Picks - probably improve Picklock skill
  SafeCrackTools - probably improve Picklock skill
  80986 Processor - probably used in a puzzle
  Infernal Card - probably used in a puzzle
  Hollow Boulder - probably used in a puzzle
  Healing Spray - minor healing item
  Healing Elixir - small healing item
  Curing Potion - large healing item
  Magic Potion - moderate healing item, use Fairy Dust at Flicka's 
    Flame to get one
  Magic Pyramid - unknown use, found in north center chest in Security 
    Depot of Beelzebub's Bane, level 3. when used, kills user!
  Razor Blade - probably used in a puzzle
  Black Sphere - probably used in a puzzle
  Bugle - probably used in a puzzle
  Fairy Dust - teleports party?, or change into Magic Potion
  Devil Dust - unknown
  Divining Rod - unknown
  Junk - useless
  Peace Symbol - equippable, use to make Hostile into Friendly
  Holy Water - unknown
  Boom Box - unknown, Code has one, can't be used or equipped. probably 
    useless.
  AquaLung - unknown
  SurfBoard - unknown
  Towel - unknown
  StraightJacket - unknown, Jekyll has one but it can't be equipped or 
    used, probably useless.
  Heart - useless?
  Cigarettes - useless?
  SunTan Lotion - useless?
  Steroids - useless?
  Stryker Tape - useless?
  Surf Wax - useless?
  Lead - useless?
  Clay Tablet - probably used in a puzzle, unlimited from garbage can 
    in Hammurabi's house near pool, Dismal Land, level 3
  Noodles - useless?
  'Tudes Tape - either a bug, or a repeat of the same item
- - There are references in the ESCAPE.EXE file to cursed or evil 
items, but I never found any.


- INVENTORY
- - Characters in the party can randomly gain items in combat, but only 
if they have a slot open in inventory. After combat, it's usually a 
good idea to check the party's inventory for anything added. Items can 
be added in the middle of the list, so check EVERYTHING. If you notice 
that you're getting useless junk, you may even want to drop items 
during combat.
- - Armor can be worn down or even destroyed during combat, but this 
occurs randomly as a result of receiving high damage from enemies. I 
resolved at first to avoid armor damage, and would Load to undo it if I 
was just trying for more experience through "random" combat. Early in 
the game, it's a lot tougher to get armor than weapons. But once I 
got to "destroyed" Lucifer's Landing and level 2, I avoided wearing 
armor except for really tough battles; it's just not worth reloading 
all the time or going for replacement armor.
- - Most chests contain random items. The very first one doesn't and a 
few special chests throughout the game, but after that, you may be 
better off if you save nearby and load if you don't like what you get.
- - If you open a chest with no empty slots in anyone's inventory, the 
game just says "Nothing..." and empties the chest anyway.


- NPCs
- - Here's the list of known recruits you can get: (L # is initial 
  level, # is uses left or skill level, (#) is Defense rating of item
  if out of the ordinary)
  Level 1
    City on the Edge of Eternity
      Stalin - L 0, HP 20, Spd 1, Nail Gun 15, Knife, Button, Heavy 
        Raincoat
        Bluffing 3, Steal 16
        Better than nobody to start with, first to go. Tends to desert 
        when leaving level 1. Button is useless? No combat skills.
      Khan - L 2, HP 35, Spd 2, Broadsword, Garbage Can Lid, Frying Pan
        Dueling 12, Fist Fighting 4, Martial Arts 5, Acrobatics 6, 
        MeleeWeapon 5, Archery 19
        best fighter at first, tends to desert when entering Satan's 
        Halo on level 2.
    unmodified level 1 terrain
      Hamlet - L 2, HP 54, Spd 1, Dueling Sword (3), Yorick's Skull
        Dueling 20, Fist Fighting 4, Melee Weapon 5, Archery 7
        get a Yorick's Skull from near Horatio or from Shakespeare, 
        give to Hamlet to recruit him, then drop it. OK fighter who 
        won't leave unexpectedly.
      Horatio - L 2, HP 45, Spd 2, Shovel, ThrowingAxe, Dueling Sword 
        (3)
        Dueling 17, Fist Fighting 4, Archery 10
        will join if you have Hamlet, better fighter than Hamlet and 
        also won't leave unexpectedly.
    Limbo
      Ach-Chu - L 2, HP 40, Spd 3, Spiked Bat
        Dueling 6, Fist Fighting 15, Martial Arts 19, Acrobatics 10, 
        Melee Weapon 6, Archery 4
        volunteers, appears to be a great fighter, may desert at Phu-
        Dos at Satan's Halo on level 2
    Training Camp
      Dante - L 1, HP 30, Spd 1, J-Mart Hose
        Dueling 7, Fist Fighting 10, Melee Weapon 1, Pistol Combat 2,
        Rifle Combat 3
        volunteers, annoyingly tends to follow you around the camp if 
        you don't recruit him
      J. Booth - L 2, HP 45, Spd ?, Pistol [same amount of uses left]
        Pistol Combat 20, Bureaucracy 20, Steal 13
        Give a Pistol to recruit him, it will stay in his inventory, 
        I didn't use him
   Level 2
     Los Diablos
       Wild Bill - L 3, HP 70, Spd 2, Auto. Pistol 40, Dark Rifle 40, 
         Dark Pistol 40, Flack Jacket, Super Sombrero
         Marksmanship 20, Fist Fighting 15, Melee Weapon 7, Pistol 
         Combat 20, Rifle Combat 9, Archery 3
         volunteers, great equipment, I didn't use him
     Satan's Halo
       Billy Bob - L 4, HP 65, Spd 2, Rifle 40, BulletProofVst, Mirror 
         Shades
         Melee Weapon 5, Pistol Combat 5, Rifle Combat 2, Automatic/SMG 
         10, Swimming 4, Bluffing 18, Bureaucracy 3, Parachuting 7, 
         Pick Lock 8, Steal 12
         north building, will join for Mirror Shades, I didn't use him
       Blonde - L 1, HP 10, Spd 1, (nothing) (no skills!)
         in Club Moranda (east building), volunteers
         so useless it's not funny! could it change the ending if you 
         bring her out instead of Alison?
       Mozart - L 2, HP 35, Spd 1, Pistol 20, Curing Potion 3, 3*Fairy 
         Dust 3, Diamond Ring, Gold Ring, Trench Coat, Mirror Shades
         Marksmanship 5, Fist Fighting 3, Pistol Combat 10, Bluffing 
         13, Explosives 4
         in Club Moranda (east building), willing to join after you use 
         Electrical skill. I didn't use him.
     Prison of Damned
       Sparticus - L 1, HP 80, Spd 2, Battle Axe
         Dueling 14, Fist Fighting 20, Acrobatics 10, Melee Weapon 17, 
         Swimming 5, Steal 10
         volunteers, starts with 10 current HP. I didn't use him.
     Gangster's Guillotine
       Alan - L 2, HP 65, Spd 1, Knife, J-Mart Hose, Sledge Hammer
         Dueling 5, Marksmanship 1, Fist Fighting 13, Martial Arts 3, 
         Melee Weapon 3, Pistol Combat 10, Rifle Combat 6, Archery 5,
         Swimming 17
         volunteers after defeating Capone, necessary to finish game, 
         starts with 41 current HP
       Frank - L 3, HP 50, Spd 2, Sledge Hammer, Wrist Rocket 30, Vapor 
         Grenade 0(!?), Cnstructn Helm, Trench Coat, Gold Ring
         Fist Fighting 2, Melee Weapon 2, Pistol Combat 7, Rifle Combat 
         3, Bluffing 10, Pick Lock 3
         give Lucifer's Joke from Capone's house, the Vapor Grenade 
         appears to be useless. I didn't use him.
   Level 3
     Dachau (SW of level)
       Guderian - L 4, HP 110, Spd 2, Shovel, Auto.Pistol, Leather 
         Jacket, Sleep Grenade 1, Curing Potion 3, UZI SMG 40
         Marksmanship 12, Melee Weapon 7, Pistol Combat 13, Rifle 
         Combat 13, Automatic/SMG 18, Rocket Lncher 17, Flying 10, 
         Swimming 3, Electrical 5, Bluffing 5, Bureaucracy 20, 
         Explosives 10
         use Picklock skill to free (20 works), tells you Alison is in 
         Satan's Fortress. not bad, but too much trouble to build up as 
         high as Alan or Horatio; I didn't use him.
       Hitler - L 6, HP 200, Spd 3, BulletPrf Suit, Demonic Shield, 
         MotorCycleHelm, Metal Gloves, Power Sword, ConfusionPrism 1, 
         Sleep Grenade 1, Petrify Rod 1, Devil's Fork, Hockey Mask
         Marksmanship 5, Fist Fighting 1, Melee Weapon 2, Pistol Combat 
         3, Rifle Combat 1, Automatic/SMG 13, Rocket Lncher 13, 
         Swimming 6, Bluffing 20
         give Hitler's Diary to recruit, supposedly hates Guderian and 
         reputed to be "flaky". great equipment, but I didn't use him.
     Beelzebub's Bane (central SE level 3)
       Code - L 4, HP 100, Spd 2, Boom Box, Peace Symbol 1, Diving 
         Mask (3), 2* Dynamite 1, Leather Jacket, MotorCycleHelm
         Melee Combat 5, Pistol Combat 5, Rifle Combat 12, 
         Automatic/SMG 15, Rocket Lncher 18, Electrical 11, Hacking 20, 
         Bluffing 5, Explosives 10, Steal 10
         fight or Bluff your way into his cell, volunteers, starts with 
         51 current HP, should be necessary to finish game but really 
         isn't.
     Dismal Land (SE level 3)
       BlakBeard - L 4, HP 90, Spd 2, Broad Sword, Crossbow 0 (!?), 
         Evil Axe, Spiked Shield, Metal Gloves, Demonic Shield, 
         SacrificeBlade
         Dueling 20, Marksmanship 5, Fist Fighting 15, Melee Weapon 17, 
         Pistol Combat 4, Archery 3, Electrical 15, Bluffing 10, Pick 
         Lock 11, Steal 20
         volunteers, apparently the Crossbow has infinite uses! I 
         didn't use him.
       Jekyll - L 2, HP 80, Spd 1, Healing Elixir 3, Gold Ring, 
         StraightJacket, Pistol 15
         Fist Fighting 15, Pistol Combat 20, Electrical 10, Explosives 
         15, Chemistry 20
         will join for a Dark Pistol, and it doesn't even stay in 
         his inventory! once in party, you will find 2 Sleep Grenader 
         (6 uses) in the far left and right bookcases. Reedy's 
         walkthrough says that if he's in party "the stars will drain 
         you of skills", but this only applies to the bottom 2 stars 
         in the room and the others apparently do nothing. Just avoid 
         this guy!
     Satan's Fortress
       Alison - L 3, HP 60, Spd 1, (nothing carried)
         Dueling 4, Marksmanship 3, Melee Weapon 10, Pistol Combat 7, 
         Rifle Combat 5, Automatic/SMG 11, Archery 5, Rocket Lncher 3, 
         Swimming 16, Hacking 4, Chemistry 18
         volunteers, necessary to finish game.

   Special NPCs listed in the NPCS file:
     Tom - City on the Edge of Eternity, when given a Mirror Shades, 
       will give a Trench Coat once, then Silver Necklace afterward
     A. Burr - in Limbo, give him the Basket o Forks for a Police 
       Special and a Spiked Shield once
     Quasimodo - in Training Camp, give him a Dueling Sword for a 
       Shovel, unlimited
     Moriarty - in Lucifer's Landing, tells you where Flicka's Flame 
       is (on level 1) if you give him a Pistol, or once Lucifer's 
       Landing is destroyed there's a plaque at his former location 
       with the same info
     Harry - in Prison, level 2 (give Dark Rifle to raise Picklock to 
       20)
     Clyde - in BOA, Gangster's Guillotine, level 2 after Capone 
       beaten. wants a Tommy Gun to teach you Automatic/SMG 15
     Larry - other comedian at the comedy club in Gangster's 
       Guillotine; if you recruit Frank he'll hand you unlimited 
       Hell Badges
     Satan - the Ultimate Bad Guy, but can be easily defeated if you 
       saved the Holy Cross all this time


SKILLS
- PASSIVE
- - Either through transcription error or oversight in the original, 
Archery isn't defined in the manual available to me. Logically, it 
should enhance effectiveness with bows and crossbows, but I have no 
idea if Nail Gun and Wrist Rocket benefit too.
- - Here are places where party members can learn various passive 
skills, in the expected order that you will get to them:
    Melee Weapon 15 - Marc Anthony, around Library in Limbo, all 
      except Richard
    Archery 15 - Thucydides, Library in Limbo, Richard only
    Rifle Combat 15 - Hell Sergeant near entrance of Training Camp, 
      all
    Dueling 19 - Hell Sergeant E side of Training Camp, all except 
      Richard
    Pistol Combat 10 - book in Examination Room of Recruiting Cave, 
      Richard only
    Automatic/SMG 15 - Flicka, Lucifer's Landing, Richard only
    Rifle Combat 15 - Wyatt Earp, Los Diablos, level 2, all (same 
      as Hell Sergeant)
    Automatic/SMG 15 - Clyde after Capone gone, BOA, Gangster's 
      Guillotine, level 2, all but Richard, for a TommyGun, does 
      some damage to party members
    Rifle Combat 18 - Model, Dachau, level 3, all but Richard, don't 
      have to actually "fall in" - just talking to Model is enough
    RocketLnchr 15 - Rommel, Dachau, level 3, only to the character in 
      the second slot of the party!
- - Note that if the NPC's skill is already above that taught by the 
trainer, it drops to the value for the trainer regardless. A minor 
loss for Hamlet at the Hell Sergeant, but it could be worse.
- ACTIVE
- - Here are places where Richard can learn various active skills, in 
the expected order that you will get to them:
    Parachuting 9 - give 'Tudes tape to man in NE part of level 1, 
      also get Parachute, Richard only
    Picklock 10 - touch left pitchfork in Training Camp, level 1, 
      then use existing Picklock skill on door, Richard only
    Electrical 20 - Ed in Capone's City, level 2, Richard only
    Explosives 15 - Abdhul in Prison, level 2, Richard only
    Picklock 20 - give Harry in Prison, level 2 a Dark Rifle, Richard 
      only
    Bluffing 20 - use Sledgehammer on aquarium in Abe's Tanks, 
      Prison, level 2 (can usually get one from the hostile 
      wimpy prisoners, or Alan starts with one), Richard only
    Swimming 10 - try moving into pool in Dismal Land, level 3, 
      Richard only.
    Swimming 20 - give Erik the Viking in Dismal Land, level 3 a 
      Dark Pistol, Richard only. also told that Alison was moved to a 
      cave in the NE of level 3 (untrue unless you want XP). NOTE: 
      going back in the pool with skill 20 will reset it to 10!
- - The only place so far that I've found where Steal works is at the 
clerk in Beelzebub's Bane, level 3; level 10 with the skill, from 
"Code", is enough to get unlimited LapTopComputers.
- - I never found a use for Chemistry or Explosives.
- - If you try to use Alison's Hacking skill, it brings up a list of 
some of her inventory items. The LapTopComputer appears, but you can't 
select it. The Phreaker Box doesn't appear. I guess I didn't figure out 
this puzzle.
- - It appears that Hacking, Bureaucracy, Chemistry and Steal are never 
learned during the game, only some NPCs know them.
- Unknown
- - There are several skills listed in the ESCAPE.EXE file that 
aren't mentioned in the manual. These could be active, passive, or 
even unimplemented:
      Flying - seen as active skill on Guderian, unknown if usable.
      Mechanical
      Boatman
      Pilot
      Find Trap


WALKTHROUGH COMMENTS
1. As long as you don't attack, you can often avoid contact with or run 
   away from many encounters until you have better people and better 
   equipment. Remember that you are usually best off NOT attacking 
   "Friendly" groups. While it may seem that you can get stuck, there is 
   often a way out. Or, unfortunately, you've done something you 
   shouldn't and will have to backtrack or even start all over.
2. Two places in the City on the Edge of Eternity to gain experience: 
   the Court of Minos room near the back door, and the Post Office. I 
   suggest you only open one of the 3 chests each time you save-fight-
   load, so you can try for good weapons. The Skeleton at the Post 
   Office has a good chance of dropping an Unholy Mace, which is the 
   best weapon (except for perhaps Hamlet's and Horatio's Dueling 
   Swords with 3 Defense) you can get this early in the game. It's the 
   second-best thing on the weapon list with unlimited uses (the Dark 
   Axe is the only thing better, and I only found one in Satan's 
   Fortress). Also note that while Hamlet's and Horatio's Dueling 
   Swords start out with 3 Defense, every other one that you get has 
   only 2, as do the Hell Sabres later, even though they should be 
   higher (or my copy of the manual is wrong). Also, Minos' Estate is 
   NOT worth going into; there are two Friendly groups blocking your 
   way in, and only wimpy weapons in the chests and a DTI phone. And 
   don't bother keeping a LapTopComputer at this point; you'll be back 
   later or could get one elsewhere. Avoid the receptionist the whole 
   game, to avoid tough combats all over early in the game, and to 
   avoid bothering with wimpy combats when you're buffed from level 2.
3. How do you get the Skeleton blocking your way from the City on the 
   Edge of Eternity to be Hostile? One way that might work is to save 
   the game in the City, then go out and attack the Skeleton, and Run 
   from the Hell Guards. If you do this right, when you Load the 
   Skeleton will be hostile but the Guards will still be Friendly, 
   and hopefully not blocking the way out either. Otherwise, you'll 
   just have to take your chances with initiating hostilities and 
   the consquences of hostile Hell Guards all over, and possibly not 
   being able to finish the game. Do NOT waste a charge from the Holy 
   Cross on these guys or any minor enemies; save it for Capone and 
   Satan.
4. If you take the B.'s Sketches from A. Burr's desk in Limbo, and give 
   them to B. Arnold (actually give them to his desk), you'll trigger 
   an alarm that makes all the Hell Guards in Limbo Hostile. You 
   probably don't want that. Both walkthroughs advise against it.
5. To get a Hell Badge, you MUST try to walk past the Hell Sergeant at 
   the Recruitment Cave. You will NEVER get anything if you aren't one 
   step beyond him, but even Bluffing 1 will work then. Also, DON'T 
   follow his orders and go in further to the Examination Room. Not 
   because you can't beat the Loggers, but because it will cause the 
   groups waiting on line to move around and block your way out, which 
   causes problems later trying to get back in. So just get the badge 
   and immediately leave for the Training Camp. You'll be back later.
6. What can often occur: you have gotten surrounded or boxed in by too 
   many friendly or neutral groups that you can't move in the direction 
   that you want. If the blockers are moving about randomly, then 
   either wait (press spacebar) or move to give them a way past you if 
   possible. If the blockers are stationary, you may be able to 
   "legally" turn them Hostile so you can get rid of them with a clear 
   conscience. Here's how: you must find another group nearby that IS 
   Hostile, and start fighting them. The blocking group will often turn 
   Hostile as well, and then you either have to Run or fight as 
   necessary. You can also sometimes save the game, start fighting, 
   leave the map, reload and they'll still be hostile when you resume.
7. Why can't you enter the far northwest or northeast corners of level 
   1? They appear clear... Same thing appears for empty corners of 
   other levels as well.
8. In the Training Camp, use the yellow pitchforks to get some skills 
   and items. I avoided them out on the larger level maps. Touch the 
   left one, and then use Richard's Picklock skill while next to the 
   door, even if it appears open, and Picklock will rise to 10. Touch 
   the top one to go to a graveyard where you can dig up some stuff if 
   you use a Shovel BELOW (only) a tombstone. The bottom left one got 
   me a Despair Ankh (see explanation elsewhere); most have nothing or 
   bones that you apparently automatically discard. The one directly 
   below the right pitchfork had Pistol 20, Pistol 20, UZI SMG 50, 
   Police Shield, Sleep Grenade 1, Battle Jacket (thus you should have 
   6 slots empty, rather than 5 as stated in the Reedy walkthrough). 
   The one at the left end of the row above the left and right 
   pitchforks had a Hockey Mask and a Chainsaw 20.
9. In the Training Camp, before you touch any of the pitchforks (or 
   when you touch the bottom one to make it "normal"), there is one 
   unmarked location to the NW of the pitchforks that will spray 
   you with noxious gas when you enter it. This is actually a bug, 
   because there is one location in the right pitchfork's area that 
   DOESN'T spray noxious gas like it's supposed to. Just in case you 
   didn't figure it out...
10. When you're bored with the Training Camp, and have gotten at 
   least the Pick Lock training, head back to the Recruiting Cave. Now, 
   just get another Hell Badge from the Sergeant (or you'll have to 
   fight everyone), then go past into the Examination Room to the 
   south. Fight the Loggers if you want (but, again, it will turn most 
   of the groups on line Hostile), but definitely get the Pistol 
   training from the book in the NW corner. Go for the chests in the 
   south end of the room if you like. Back up, east through 1 Despair, 
   and use your master (10) Pick Lock skill on the door. Fight the 
   2 groups in the treasure room, and make sure you get the Demonic 
   Shield from the bottom center chest. With it, you're allowed into 
   Lucifer's Landing.
11. Unfortunately, you have to do a lot of things in Lucifer's Landing 
   on the first trip through, because it will be destroyed once you 
   get close to any of the chests and come back later. Go to the north 
   first, as you can meet Flicka, get Richard trained in Automatic/SMG 
   and get the Care Bracelet nearby. Anything you can use from the 
   chests is good news. To the south, make sure you have the Parachute 
   before entering the hole in the SE corner. Unless you use long-range 
   weapons, you'll either have to tough it out or run past the monsters 
   on the "6" islands when they're out of range.
12. Now about "Flicka's Flame"; it's on level 1, guarded by a group of 
   Hell Privates, and you passed by it on the way towards Lucifer's 
   Landing. It's NOT in Lucifer's Landing, and you don't need a boat or 
   anything special to get to it. Just go one west past where the 
   guards were, and give a Fairy Dust to get a Magic Potion. Moriarty 
   wants a Pistol to tell you where it is, but you can even get the 
   same information after Lucifer's Landing is destroyed by going to 
   where he was. And once Lucifer's Landing is destroyed, you can go 
   get unlimited Fairy Dust from the desk where you earlier got the 
   Care Bracelet.
13. I started playing with no armor equipped after a while, because 
   the monsters kept wearing it down. Once the characters had over 100 
   HP or so, for most fights it didn't matter as long as they didn't 
   go below 1 or could regenerate before something else hostile came 
   around. Slow and steady...
14. Once on level 2, take down the swarm around where you land. Avoid 
   the quicksand on the way directly north to Gangster's Guillotine; 
   it's rather unfair of the game to suddenly remove one of the NPCs, 
   but this is Hell! The Bank of Avernus is the east building; you can 
   either move at the counter or talk directly to Bonnie to get the 
   blood. 
15. In Los Diablos, there are several spots in Satan's Speakeasy where 
   everyone but Billy the Kid will start to attack you. If you go for 
   the chests in Al's, all the lawmen come after you.
16. When you get to Satan's Halo, find the sign for Club Moranda and 
   then go north as best you can. Up in the corner, you'll find an 
   armor item. Just west of the sign for Phu-Dos, go directly south 
   and you'll find a healing item, and then head NW to the corner 
   under the building for an armor item. In the chests at Phu-Dos 
   are an Uzi and Mac 10, and a BulletProofVst, but taking them will 
   upset the tougher group of Hell Guards at the gate. Fight through 
   the door to the north, then head all the way west for a weapon. Go 
   all the way around the north building to talk to Sam for why you 
   need a Consultant Badge (to use at the door to Satan's Control 
   Center in his fortress). In the north building with Billy Bob, 
   there's a locked drawer that won't open for Pick Lock 10 but will 
   give you a weapon (Tommy Gun for me) with 20. To the east, go south 
   and towards the fenced-in flames for a weapon. In the east corner 
   just south of there is a healing item, and another healing item if 
   you go north and around to the corner.
17. You are always attacked when you leave Club Moranda, although it's 
   just some Hell Soldiers. There's nothing really worthwhile in here 
   anyway, though.
18. The first place that I found I HAD to use long-range weapons was 
   the 2 Cops at the Prison. Otherwise, those Uzis just ripped the 
   party to pieces while trying to get close.
19. The two chests in the east building of the Prison contain random 
   armor items. The Asbestos Suit that you get, along with Bluffing 
   20, is probably in case you want to try walking through the fire 
   surrounding Satan's Fortress on level 3; ignore it otherwise, as 
   the other two walkthroughs have.
20. With Bluffing 20, you automatically get past the guard going into 
   Capone's City when you walk past the light posts. Maybe this works 
   with a lower skill level, I don't know.
21. You don't have to go into the FallenAngel Cafe; the Hell Captains 
   there are nasty unless you're prepared to oppose Dark Rifles with 
   lots of firepower.
22. The Red Cape can be used to turn Friendly NPCs and monsters into 
   Hostiles. The only problem is that they will go first in combat. 
   A very strange thing is that Buffalo Bill will shoot your characters 
   about 150 times each with his Uzi when he turns Hostile, but the 
   NPC doesn't have an Uzi when you recruit him. Similarly, Clyde at 
   the BOA will shoot you about 300 times with a TommyGun although he 
   asks you for one.
23. If you attack Julius Ceasar, his Police Special won't work in the 
   combat! Anyway, don't forget to get one DataBaseProgrm and take it 
   with you back to level 1 (which normally means going back to 
   Capone's City and taking the lower set of pentagrams to end up in 
   Lucifer's Landing - or you could just get the whole party killed and 
   restart at the entry point on level 1).
24. Give the DataBasePrgrm to the woman north of the receptionist. Then 
   go find her sister near the SE corner of the City, and get at least 
   3 SuperiorsCloak, but keep only 1 Consultnt Badge. Make sure you 
   have gotten the Angelic Powers from Juliet, and one LapTopComputer 
   before leaving level 1 by walking into the DTI phone in the Court 
   of Minos (or going through the Parachute routine to level 2, then 
   through the upper set of pentagrams at Capone's City); we won't be 
   coming back here again unless the party is consistently wiped out.
25. The RubberNecker near the entrance to Dachau is rather easy to kill 
   with Unholy Maces, and gives 1000 XP. Not a bad place to hang out 
   and build levels. When you enter Dachau, Alan's Swimming skill will 
   kick in and move you across between the far east and far west points 
   of land; a 6 skill doesn't seem high enough.
26. QFC4 mentions that there is a transporter to level 2, and says that 
   it's in Beelzebub's Bane. Actually, it's a pentagram roughly in the 
   center of level 3, and sends you to the transport pentagrams in 
   Capone's City on level 2. However, those will send you somewhere 
   else on level 3, possibly a random location.
27. There appears to be a puzzle with Hammurabi and his clay tablets 
   in Dismal Land, but I have no idea how to solve it or what to do 
   with a Clay Tablet.
28. Yes, the northeast cave is a trap, but you can get out of it 
   relatively unscathed if you're lucky. First, the Hostiles will go 
   back to Friendly after about 500 or so moves, so if you can stay 
   still while out of their range they'll eventually let you out. Just 
   don't try to go towards the back, or the alarms will go off again! 
   Also, possibly by getting into the "black" area through the exit, 
   some of the groups from the entrance area were seen to wander around 
   the blackness a while after the alarm went off. Did anyone try using 
   a Shovel on the tombstone at the end of the cave?
29. In one script glitch, you can enter Satan's Fortress by moving into 
   the DTI phone booth at the end of Death Alley with only the 
   LapTopComputer and the Phreaker Box, but the message mentions Code 
   even if you don't have him in the party (I had Horatio). A second 
   glitch occurs if you drop the LapTopComputer and Phreaker Box once 
   inside Satan's Fortress, but keep the Consultnt Badge, use it to 
   enter the locked room and go to the desk; the message says you 
   disassemble those two items. A third one occurs if you defeat 
   Satan without Alison, then head back to get her; you get the entire 
   trash talk from Satan each time you pass through a certain square.
   Same goes for the pep talk from Alan a bit earlier in the hall.
30. Anyway, to get through Satan's Fortress with the minimum ruckus, 
   as soon as you appear equip long-range weapons. Head north to a "T"
   and go east from there. At the next "T", head south, ignoring the 
   Consultant's Room. Yes, that's Alison in the room to the west, you 
   can go talk to her but be aware that a group of Hostiles is in range 
   through the walls. Follow the hallway from then on, fight Satan, 
   then one last Hostile group further on towards the red square. Do 
   NOT save the game after defeating Satan if you used the Holy Cross, 
   because the Big D will be right back and you won't have your instant 
   kill item anymore! Once it's safe, go swap out your last NPC for 
   Alison, and head back through the hallways past Satan's office (a 
   bit bare, isn't it, for the Lord of Evil?) to the strange red 
   square. Move into it to end the game.
31. If you've been "good", then you get a message that the door opens, 
   then see a minimally animated end screen implying that you can 
   return to life on Earth. Press Ctrl-q to quit at that point. If 
   you've been "bad", I guess you don't leave! The game won't let you 
   try to go through without Alison or Alan. You apparently don't need 
   to keep the Angelic Powers though, or do anything with the 
   Consultant's Room.
32. Compared to how Reedy apparently played the game, I kept Horatio 
   until the very end, and used missile weapons as little as possible. 
   Only when confronted with machine guns at long range, or 
   evangelist-type groups, where it was suicidal to charge in, did I 
   resort to equipping the guns and sometimes armor. Nearly the whole 
   game, everyone used Unholy Maces. For me, Richard ended the game at 
   level 19, Horatio at 24 (that Spd 2 and Melee Weapon skill makes a 
   huge difference), and Alan at 15 (the game usually let him shoot 
   before the others but he was still wimpy).
33. Some loose ends:
   - Sorry, I forgot to record the Spd value for Booth.
   - With Guderian or Booth (Bureaucracy 20, possibly even Billy Bob 
     although only skill of 3) and Code (who knows what to ask for), 
     could you get something special from the clerk in Beelzebub's 
     Bane?
   - Can anything useful be done once the Consultnt Badge gets you in 
     the Consultant's Room? Does it involve using the Laptop and 
     Phreaker Box and Hacking skill, or maybe Explosives?
   - Can you do anything for Hammurabi (who should be in Limbo with 
     the Virtuous Pagans!) or anything with the Clay Tablet?
   - Who is the General that Captain Blye (sic) in Dismal Land says is 
     in the Supply Depot (which is where?), and is implied to be in 
     pieces? If this is Guderian, there's a continuity glitch.
   - Does anything happen if you use a Shovel at the tombstone at the 
     back of the cave where Alison is supposed to be?
   - I tried making one unprovoked attack while in Satan's Fortress, 
     but was still considered "good". How bad do you have to be to 
     not get out of Hell? Is there even a bad ending?
   - Does anything different happen if you try to bring out the Blonde 
     instead of Alison?
   - No, there is no apparent way to import Wasteland (or any other 
     game's) characters into Escape From Hell.

Anyway, I'm glad I finally finished this one. I wish it had allowed 
skills to rise through experience rather than just being taught, but 
this ain't Wasteland (or even Fountain of Dreams). Somehow, I get the 
feeling this was somebody's submission to EA that got them jobs there, 
not a product built by a large team and exhaustively wrung out. 
Certainly a unique RPG!

Pete Karsanow
This document Copyright 2002 Peter Karsanow.
http://www.geocities.com/hentaihelper/p_gmhelp.htm

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